Looking glass, looking glass, on the wall... - by Kefren
Enchantermon on 12/2/2010 at 23:56
Oh, I just remembered another one: in my Fundamentals of Game Design class, I pitched my concept for SS3: plot overview, gameplay mechanics, and even a poster.
Mercurius on 13/2/2010 at 22:56
Quote Posted by Enchantermon
concept for SS3: plot overview, gameplay mechanics, and even a poster.
You should post those.
Enchantermon on 14/2/2010 at 00:09
I'll dig through my files and see if I can find them. They should be kicking it on my hard drive somewhere.
Enchantermon on 14/2/2010 at 01:09
Organization ftw. :)
(
http://www.snapdrive.net/files/391413/Design%20Document.pdf) Design Document
This is the backstory of SS3, which of course includes a summary of the plot and events of SS1 and SS2. I just realized that the tenses are screwed up (it was pretty early in the morning when I wrote this, as I recall), but I don't feel like fixing them right now.
(
http://www.snapdrive.net/files/391413/The%20Project.pdf) Final Presentation
This is the transcript of the presentation that I gave to the class; it basically gives a rundown of the plot, gameplay mechanics, competition if the game was published at the time I gave the presentation, etc.
(
http://www.snapdrive.net/files/391413/poster.jpg) Poster
It should be noted that the poster is cobbled together from a SHODAN fanart and another face that I found somewhere on the internet as I have no artistic abilities whatsoever. The writing and static filter are mine, though.
Basically, I imagined it as being sort of a combination of Thief and SS2, although that's an oversimplification of it. You could fight your way through enemies, but there were limited resources to help you. You could sneak past them, but more creatures could be lurking in the shadows. The RPG system would be more extensive than SS2's, giving you more options. It needs some more polish and expounding upon, especially in the area of story and plot, but as a rough concept (which is what the assignment was going for) I was pretty happy with the result.
rachel on 14/2/2010 at 18:12
Nice plan.
I outlined a new SS3 brief myself last summer, which would incorporate the TSP storyline as canon. Kinda large-scale RPG/FPS, really ambitious stuff. I don't have all the story laid out but I think my plan would have over 100 hours of gameplay or something. As all dreams, I just let my imagination go wild :sweat: although I did stick to stuff that I deemed would be possible with today's computing power.
Since it's a fantasy, basically my game design studio would be founded just for one game and self-publish, ignoring piracy, DRM and shit like that. Free reign. I'm still quite the idealistic fellow. ;)
Enchantermon on 14/2/2010 at 23:23
Quote Posted by raph
Nice plan.
Thanks. :)
Quote Posted by raph
I outlined a new SS3 brief myself last summer, which would incorporate the TSP storyline as canon. Kinda large-scale RPG/FPS, really ambitious stuff. I don't have all the story laid out but I think my plan would have over 100 hours of gameplay or something. As all dreams, I just let my imagination go wild :sweat: although I did stick to stuff that I deemed would be possible with today's computing power.
100 hours? Wow. That would be pretty sweet.
Honestly, it seems like these days there's less and less that we can't do with computers when it comes to games, especially when you have physics engines popping up and things like Portal coming along and blowing preconceptions out of the water. Something I haven't seen yet which would be cool for cyberspace levels of SS3 (yes, cyberspace would be back) would be the ability to walk on all surfaces regardless of orientation. It would be very like Dead Space's zero gravity sections, except you wouldn't have to jump from, say, the wall to the ceiling; you could just walk along the wall and when you reach the corner, cyberspace reorients you as you step over.
Quote Posted by raph
Since it's a fantasy, basically my game design studio would be founded just for one game and self-publish, ignoring piracy, DRM and shit like that. Free reign. I'm still quite the idealistic fellow. ;)
Nice. :thumb: Ideally, I would have brought all of the great minds from LGS and Irrational back together again for one last go at the Shock series. And, of course, the beta testers would be mostly from TTLG, to ensure that the core fanbase was satisfied. ;)
Nameless Voice on 14/2/2010 at 23:44
Quote Posted by Enchantermon
except you wouldn't have to jump from, say, the wall to the ceiling; you could just walk along the wall and when you reach the corner, cyberspace reorients you as you step over.
The Aliens in Aliens vs Predator did this.
Enchantermon on 15/2/2010 at 00:03
Quote Posted by Nameless Voice
The Aliens in Aliens vs Predator did this.
Oh, sweet. I didn't know it had been done already.
Kefren on 16/2/2010 at 14:47
Quote Posted by Enchantermon
Oh, sweet. I didn't know it had been done already.
Yes - it's one of the most disorientating game things ever. I often ended up not knowing what way was up or down, and had to let go of the 'cling to walls' key just to find out.
Funny to watch a new AVP player have their first go as an alien. They just run along the ground and wonder why the pulse rifle chews them up every time.
Enchantermon on 16/2/2010 at 17:21
Ha, I had forgotten about that. :thumb:
Quote Posted by raph
That said I think whoever finished Shock 1 with all difficulty settings maxed out qualifies as Super Badass. Didn't they even add a time limit of just a few hours to complete the game?
Indeed, seven hours, iirc. Never had the guts to try that, either.